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Updates » Design
Approaching the mobile games market as a small team in 2016 6
by Christian Nutt [04.20.16]
"How can a small team hope to find any kind of success in this environment? I have no idea. But I intend to try and find out. My goal is to build a business with a long term horizon."
Smartphone/Tablet, Design, Production, Business/Marketing

Breaking down A Link to the Past's overworld 2
by Gamasutra Community [04.20.16]
"I will look at how the world of The Legend of Zelda: A Link to the Past can be broken into discrete regions similar to how a computer program could generate a tile-based map."
Console/PC, Design

Be brave and embrace legacy servers, says Runescape designer  
by Chris Kerr [04.20.16]
"I don't think there's anything wrong with people saying, 'I wanna play this game from back in the day', [and] companies should be brave enough to say that [they] think this is worth trying."
Console/PC, Design, Business/Marketing

15 of Gamasutra's best articles over the last quarter 3
by Kris Graft [04.20.16]
Hey readers! I realize that often some of Gamasutra's best blogs and articles get buried over the course of time, so I figure it's worthwhile to start highlighting some of our best recently-published articles.
Console/PC, Social/Online, Smartphone/Tablet, Indie, Programming, Design, Production, Business/Marketing

How Battleborn blends MOBA design into the multiplayer shooter 2
by Alex Wawro [04.20.16]
Gearbox chief Randy Pitchford paints the studio's upcoming game as both a product of the times (drawing heavy influence from MOBA design) and a return to its roots in competitive multiplayer shooters.
Console/PC, Social/Online, Design, Production

Video: Platinum's guidelines for great action game design  
by Staff [04.19.16]
Platinum Games' Atsushi Inaba takes the stage at GDC 2016 to speak frankly about Platinum's philosophy of action game design, which has guided the development of games like Bayonetta and Vanquish.
Console/PC, Design, Video, Vault

How Dark Souls III masterfully teaches its gameplay 1
by Gamasutra Community [04.19.16]
"As a level designer, I'm always appreciative of a great tutorial, especially one that's informative and fun to play, and cleverly woven into a game's main entry point. The tutorial in Dark Souls III does all of this."
Console/PC, Design

The importance of presentation in games and how to strengthen it 4
by Gamasutra Community [04.19.16]
"Perhaps the biggest boon video games have as an interactive medium is that they are capable of utilizing their numerous components to craft a multilayered experience that enraptures players and holds their attention in the long run."
Console/PC, Smartphone/Tablet, Indie, Art, Design, Business/Marketing

Q&A: The guns and dungeons of Enter the Gungeon 2
by Tim W. [04.19.16]
"The biggest challenges for making a procedural dungeon are 1) making it fun but fair, and 2) giving it a sense of structure. I like to say that we tried to teach our game to make Zelda dungeons."
Console/PC, Indie, Design, Video

Get a job: CCP in Reykjavik is hiring a Game Design Director  
by Staff [04.18.16]
The creator of EVE Online is looking for an experienced hand with MMO development chops to join the EVE Online team as a design director at CCP's HQ in Reykjavik, Iceland.
Social/Online, Design

Video: A postmortem look at the making of Alphabear  
by Staff [04.18.16]
"We said fuck it, third time's the charm," said Spry Fox CEO David Edery at GDC 2016 in a frank postmortem about how the studio (eventually) found success with a word puzzle game featuring cute bears.
Smartphone/Tablet, Programming, Art, Audio, Design, Business/Marketing, Video, Vault

Dev makes VR more immersive by sticking Vive wand down pants 8
by Alex Wawro [04.18.16]
Developer Ryan Sullivan has prototyped a RIPMotion mechanic in Unity that allows HTC Vive owners to strap a controller to their waist and move through environments by jogging in place.
VR, Programming, Design, Video

The math of Clash Royale 5
by Gamasutra Community [04.18.16]
"Clash Royale's combat theory is quite deep, so for now I'll only focus on a few strategic questions and try to provide answers using the power of MATH."
Smartphone/Tablet, Design

Insomniac doubles down on VR, announces two Oculus-exclusive titles  
by Kris Graft [04.18.16]
We speak with Insomniac Games' Ted Price and Oculus' Jason Rubin about the decision to build platform exclusivity for VR, and what's next in developing virtual reality games.
VR, Design, Production

How Grim Dawn carved a niche in the competitive action RPG genre 3
by Bryant Francis [04.18.16]
So-called "dead" genres don't tend to stay dead. Grim Dawn, born from the ashes of the Titan Quest engine, is one case study in how game genres fall and rise again.
Console/PC, Design, Production, Business/Marketing, Video

Classic Postmortem: Treyarch's 2002 Spider-Man GDMag Exclusive 2
by Jamie Fristrom [04.15.16]
The popular tie-in game to the Sam Raimi film turns 14 today. To mark the occasion, we're republishing this postmortem developer Jamie Fristrom wrote for Game Developer magazine soon after release.
Console/PC, Design, Production, History, GD Mag Exclusive

Don't Miss: John Romero and Tom Hall recount the making of Doom 10
by Staff [04.15.16]
As a new Doom game draws nigh, watch original designers John Romero and Tom Hall share their stories of developing id Software's seminal first-person shooter Doom in this classic video postmortem.
Console/PC, Programming, Art, Audio, Design, Production, Business/Marketing

Video: Rocket League's road from cult classic to surprise success  
by Staff [04.15.16]
At GDC 2016, Psyonix design director Corey Davis stepped up to the stage to share examples of how the Rocket League team avoided screwing up what evolved into a simple, but deep, experience.
Social/Online, Indie, Design, Production, Business/Marketing, Video, Vault

Porting a game to the real world with Real Escape/Zero Escape  
by Kris Graft [04.15.16]
What are some of the principles of Escape Room design, and how do they overlap with video game design? We checked in with the makers of the Zero Escape puzzle room in Los Angeles to find out.
Console/PC, Design, Production

Player profiling in practice 1
by Gamasutra Community [04.15.16]
"While player modeling has been the subject of research for quite some time and has seen its use in games, player profiling is relatively new and many of its uses are still being explored."
Console/PC, Social/Online, Smartphone/Tablet, Design, Business/Marketing